World's Largest Dungeon in actual play [Spoilers!]

"How much of A are you going to replace, and what does the final encounter list look like? "

85% of my group are 15+ year vetrens of the game, my players complain that darkmantles are not piercers. So I am replacing the encounters in region A so as there is only one of each type of encounter as far extraplaner beasts are concerned. I am trying to stay with the same encounter levels.

In region B I am looking at something other than blink dogs. Yet you would be suprized how few Good cannine monsters there are.
 

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'cut' material for region I - wanted!

Jim Hague mentioned 'cut' material for “region I” here….

but I can’t find this material anywhere…Is it possible to post it….I am especially interested in the “28 days later” positive energy zombies that Jim mentioned...

I tried to email Jim Hague, but as I can't find his email address anywhere, I had to guess at it (and probably got it wrong)...does anyone know his email?
 

entropysoda said:
Jim Hague mentioned 'cut' material for “region I” here….

but I can’t find this material anywhere…Is it possible to post it….I am especially interested in the “28 days later” positive energy zombies that Jim mentioned...

I tried to email Jim Hague, but as I can't find his email address anywhere, I had to guess at it (and probably got it wrong)...does anyone know his email?

Just wait about a week.
He checks this thread often enough and will probably say something to you.

Not sure why you want more of I. That region is messed up enough already.
:D
 

Starting Tuesday

Hi there.

I just got this monster, and I have been reading through Region A. I plan on starting the game Tuesday. The PCs are summoned from all over the multiverse (I am allowing Star Wars d20, This d20, and That d20 characters into the WLD). Since this is not part of my regular campaign, I'm adopting a "everything goes, what happens in the WLD stays in the WLD" attitude. Wookies, Wizards, and Mutants, oh my!

For those who follow the Marvel comic, Exiles, I plan to use something like the Talus -- a magical bracelet that replaces the fallen at the end of every "episode". I would also like to make the bracelet able to display the player versions of the Region maps once "attuned" by the section's Lantern Archon. Could someone link me to the download site?

I also decided to make this the second expedition sent by a powerful being, as the first group never returned. This is to allow me to inject a bit of multidimensional mayhem of my own into the WLD.

I'll be happy to let you know how it goes!

Thanks.
 

I don't have the cut information for area I, but would love to have (and host) the info.

I have some of the player maps available here. If someone (even Jim Hague) can e-mail me that info, I'll be more than happy to post it. The e-mail is availabe at the bottom of the linked page.....

Thanks,
James
 

entropysoda said:
Jim Hague mentioned 'cut' material for “region I” here….

but I can’t find this material anywhere…Is it possible to post it….I am especially interested in the “28 days later” positive energy zombies that Jim mentioned...

I tried to email Jim Hague, but as I can't find his email address anywhere, I had to guess at it (and probably got it wrong)...does anyone know his email?

Once a week? I'm wounded, truly I am. ;)

Ok, after three HD crashes, RL intruding vociferously and me leaving poor James wondering when the hell he was going to get the cut material, I present to you all:

Thralls of the Flesh
Medium-Size Undead Humanoid(Special)
Hit Dice:4d12 (26 hp)
Initiative: +9
Speed: 40 ft.
AC: 19 (+5 Dex, +4 natural)
Base Attack/Grapple: +2/+7
Attack: Claw +7 melee
Full Attack: 2 Claws +7 melee, Bite +2 melee
Damage: Claw 1d6+5, Bite 1d6+2, plus energy damage
Face/Reach: 5ft./5ft.
Special Attacks: Frenzied Attack, Positive Energy Damage
Special Qualities: Undead Traits, Turning Immunity, Evasion, Fast Healing/2, Positive Energy Surge
Saves: Fort +1, Ref +8, Will +4
Abilities: Str 20, Dex 20, Con - , Int 5, Wis 10, Cha 10
Skills: Listen +4, Spot +3
Feats: Improved Initiative, Lightning Reflexes
Climate/Terrain: Underground (special)
Organization: Solitary, mob (2-4), pack (5-10)
Challenge Rating: 4
Alignment: Chaotic Neutral (always)
Advancement: 5-10 HD

Description:
There are worse things than death within the walls of the World's Largest Dungeon, and the Thralls of the Flesh prove it. The corpses of drow warriors, unlucky slaves and even the occasional adventurer swell the ranks of these bizarre undead. Unlike the foul creatures found outside the Dungeon, the Thralls are not animated by the power of the Negative Material Plane, but by the trapped positive energy within the Halls of Flesh. Their unusual condition lends the Thralls speed unmatched by nearly any creature, and allow them to keep the Halls of Flesh scoured clean of any normal undead unfortunate enough to wander into their domain.

The Thralls are barely intelligent, and writhe in constant agony from the energies animating their bodies. A Thrall will vary in appearance, depending on its form before it died. None carry weapons, and only a few wear any sort of armor. When spying prey within the Halls, a Thrall (or worse, a pack of them) will unleash an unearthly howl as they close in on their victims. Often, the screams of a pack of Thralls is enough to attract the attention of the chokers or gricks within the Halls of Flesh...and for some particularly unfortunate creatures, the attention of Anguish or Madness.

Combat:
The Thralls of the Flesh attack without regard to superior numbers, tactics or care for their own safety. Upon spotting a creature, the Thralls drive themselves into a frenzy and immediately attempt to close to melee range. Due to the nature of the energies animating them, the Thralls are immune to turning attempts; indeed, trying to turn the Thralls makes that individual a primary target.

Evasion: The positive energy animating Thralls of the Flesh grants them almost supernatual alacrity. The Evasion ability of thralls is the same as that of a 2nd level Rogue.

Fast Healing 2: Thralls of the Flesh recover 2 Hit Points per round unless destroyed.

Frenzied Attack: Thralls of the Flesh enter a berserk rage when they spot a potential victim. Their frenzy is identitcal to a Barbarian's Rage ability of the same level. Thralls can maintain this state for up to 4 rounds. thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards.

Positive Energy Damage: The positive energy animating the Thralls surges forth when they attack their victims, tearing through their bodies. A successful claw or bite attack by a Thrall inflicts +1d6 positive energy damage on the target. With living creatures, this 'damage' will actually heal wounds inflicted by the Thralls in combat. However, if the creature in question exceeds its normal Hit Points, they must immediately make a Fortitude save (DC 15 + the amount of damage inflicted that round) or suffer 1d6 Intelligence damage. Creatures reduced to 0 Int by the Thralls die, rising as Thralls within 1d3 rounds. Alternately, the DM may elect to roll on the Random Mutation Table for Region I.

Positive Energy Surge: Instead of making a full attack against a target, the Thralls may unleash a burst of positive energy in a 10' radius, inflicting 4d6 positive energy damage (DC 15 for 1/2 damage). This damage functions the same as the normal positive energy damage of the Thralls' attack, including the random mutations spawned by the influx of positive energy.

Turning Immunity: Thralls of the Flesh are animated by energy trapped by the Halls of Flesh, and cannot be turned. Due to the nature of the energy commanding them, attempts to command the Thralls also fail. Thralls can be rebuked.

Undead Traits (special): A Thrall of the Flesh is immune to mind-affecting effects, poison, sleep, paralysis, stunning and disease. Unlike most undead, Thralls of the Flesh are affected normally by death and necromantic effects, but are not subject to effects requiring a Fortitude save, unless that effect also works on objects. Thralls are immune to nonlethal damage, but can be affected by ability damage and ability drain. Thralls of the Flesh are subject to death by massive damage; however, a Thrall failing its massive damage save releases its remaining positive energy in a single burst inflicting 8d6 positive energy damage in a 20' radius (DC 15 Reflex for 1/2). A Thrall of the Flesh cannot be raised or resurrected. Thralls of the Flesh possess Darkvision (60 ft. range).

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Picking the nit

3.5 corrections since WLD is a 3.5 product

what is the augmented creature type for this undead
why is the creatues speed 40
why is it's claw damage so good
Base Attack/Grapple: is wrong should be +2/+7
Attack: is wrong should be +7
Full Attack: 2 Claw +7 melee (1d6 +5) and bite +2 melee (1d6 +2)
Saves: wrong Fort +1, Ref +8, Will +4
Skills: wrong only 7 skill points, Listen +4, Spot +3
Alignment: usually, always often?

Frienzied attack: thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards.


Its undead it never suffers exhaustion

Turning Immunity: Thralls of the Flesh are animated by energy trapped by the Halls of Flesh, and cannot be turned.

Can they be rebuked and commanded? Immunity makes no sense, why are you ignoring the standard mechanic of resistance.

it's undead, undead traits is redundent
 

Questions

Okay, reading through A I have some questions:

1) What is the "Decrepit" condition that appears in Room A 32? I know that I can just ignore the word, but I'd like to know what it was originally intended to represent.

2) Why is is that the Condition Summary lists some conditions as Condition Name X, where X is the value given to that condition, but several room descriptions lack the number represented by X? For example, Room A 25 has the Distracting Visions condition, but there is no value for it. Similarly, A31 has Distracting Noises with no value. Is there an errata somewhere that addresses this?


RC
 

Raven Crowking said:
Okay, reading through A I have some questions:

2) Why is is that the Condition Summary lists some conditions as Condition Name X, where X is the value given to that condition, but several room descriptions lack the number represented by X? For example, Room A 25 has the Distracting Visions condition, but there is no value for it. Similarly, A31 has Distracting Noises with no value. Is there an errata somewhere that addresses this?


RC

Well, if you're gonna post in both threads, so am I. ;)

I would suggest using the recommendation in the core rulebooks, which (speaking about DCs) says that if something would make things more difficult, raise the DC by 2. So, in the example above, make it Distracting Visions/Noises 2. If you would like it to be severe, make it Distracting Visions/Noises 4.
 

Qwillion said:
3.5 corrections since WLD is a 3.5 product

It's raw stuff, drawn from the murky depths of the hard drive and posted here, sadly. I don't have Savage Species handy, so anyone wishing to make corrections, feel free to do so.

what is the augmented creature type for this undead
Humanoid, by default. Thinking on it, I ought to write up a template as well...

why is the creatues speed 40
The power of positive energy.

why is it's claw damage so good
See above. ;)

Base Attack/Grapple: is wrong should be +2/+7
Again, my bad - no Savage Species at hand.

Attack: is wrong should be +7
Full Attack: 2 Claw +7 melee (1d6 +5) and bite +2 melee (1d6 +2)
Saves: wrong Fort +1, Ref +8, Will +4
Skills: wrong only 7 skill points, Listen +4, Spot +3
Alignment: usually, always often?

Frienzied attack: thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards.


Its undead it never suffers exhaustion

Turning Immunity: Thralls of the Flesh are animated by energy trapped by the Halls of Flesh, and cannot be turned.

Can they be rebuked and commanded? Immunity makes no sense, why are you ignoring the standard mechanic of resistance.

it's undead, undead traits is redundent

The standard resistance mechanic doesn't apply here, IMO, because these creatures are animated by positive instead of negative energy. But, all the above's been corrected in the post. If anyone else spots errors, please post 'em. :)
 

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